[logic] active = walker@pri_a21_start on_hit = hit [walker@pri_a21_start] meet = no_meet use_camp = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false path_walk = pri_a21_smart_terrain_cutscene_actor_spawn_point path_look = pri_a21_smart_terrain_chasovoi_mad_walk def_state_standing = wait_rac on_game_timer = 60 | remark@talk_rac_actor [remark@talk_rac_actor] meet = no_meet use_camp = false combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false anim = wait_rac target = path | pri_a21_smart_terrain_chasovoi_mad_walk, 0 on_signal = sound_end | %+pri_a21_actor_talk_after_done% on_info = {-pri_a21_from_kontroler_100_m} %=play_sound(pri_a21_actor_to_base_find_and_terminate_controller)% on_info2 = {+pri_a21_from_kontroler_100_m} %=play_sound(pri_a21_actor_to_base_terminate_controller)% on_info3 = {+pri_a21_sentry_task_done} %=destroy_object% [hit] on_info = %+pri_a21_cut_actor_hit =destroy_object%